public BaseTravellerData GenerateRandomMerchantTraveller(int unitCount, float newRelationship) { BaseTravellerData tmp = new BaseTravellerData(); // INITIALIZATION OF DATA tmp.weekSpawned = ObtainPlayerWeeklyCount(); tmp.troopsCarried = new List <TroopsInformation>(); // LEADER INFORMATION int randLdrIdx = UnityEngine.Random.Range(0, unitStorage.merchantStorage.Count); tmp.leaderUnit = new List <BaseHeroInformationData>(); BaseHeroInformationData newLeader = new BaseHeroInformationData(); newLeader.unitInformation = new UnitInformationData(); newLeader = TransitionManager.GetInstance.unitStorage.ObtainHeroBaseInformation(WieldedWeapon.Bow); // TODO : CHANGE ON NEW HERO PREFABS newLeader.unitInformation.prefabDataPath = "Assets/Resources/Prefabs/Unit and Items/Player.prefab"; newLeader.unitInformation.wieldedWeapon = WieldedWeapon.Bow; tmp.leaderUnit.Add(newLeader); tmp.UpdateRelationship(newRelationship); // TRAVELLER SPEED tmp.travellerSpeed = 0.025f; // TROOPS CARRIED tmp.troopsCarried.AddRange(unitStorage.GenerateBasicWarband(unitCount)); TravellerFlavourPhrase flavourTmp = new TravellerFlavourPhrase(); flavourTmp.relationshipGauge = 0; flavourTmp.flavourText = "We're here to make some profits!"; tmp.flavourTexts = new List <TravellerFlavourPhrase>(); tmp.flavourTexts.Add(flavourTmp); return(tmp); }
public void GenerateMapUnits() { for (int i = 0; i < currentMap.myMap.myMapPoints.Count; i++) { if (currentMap.myMap.myMapPoints[i].myPointInformation.troopsStationed == null) { currentMap.myMap.myMapPoints[i].myPointInformation.troopsStationed = new List <TroopsInformation>(); } int unitCount = 10; if (currentMap.myMap.myMapPoints[i].myPointInformation.coinTax >= 30) { unitCount = UnityEngine.Random.Range(25, 35); } else if (currentMap.myMap.myMapPoints[i].myPointInformation.coinTax >= 20) { unitCount = UnityEngine.Random.Range(15, 25); } // Base this stuff depending on what the spawnable of the place is. currentMap.myMap.myMapPoints[i].myPointInformation.troopsStationed.AddRange(unitStorage.GenerateBasicWarband(unitCount)); currentMap.myMap.myMapPoints[i].myPointInformation.isKingdomPoint = currentMap.myMap.myMapPoints[i].pointTowardsKingdom; } }